Swipe to navigate through the chapters of this book
In the previous chapter on graphic design, I covered two-dimensional (2D) concepts, such as pixels, resolution, and aspect ratios, as well as three-dimensional (3D) concepts, such as layers, color channels, and their z-order. In this chapter, we are going to take all of that knowledge into the fourth dimension (4D), which is time, and discover how to implement animation concepts, including motion and frame rates. We are again going to build upon all of these fundamental graphics design concepts you learned about in the previous chapter, because you can also apply all of these foundational digital imaging concepts to animation. Thus we will be taking static (motionless) graphics concepts from the previous chapter, and turning them into motion graphics, which can look even more realistic because it looks like the subject matter is moving (animated), and therefore achieves even more realism.
Please log in to get access to this content
To get access to this content you need the following product:
- Android Animation: Image and Procedural Animation
- Sequence number
- Chapter number
- Chapter 10